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# frozen_string_literal: true
module Ruby2D
module Camera
# Wraps existing variables as well as adding new methods
# so that it can be handled by the Camera Module
class Sprite < Ruby2D::Sprite
# Recalculates real coordiantes
# Use after changing variables
def _draw
angle = Camera.angle * (Math::PI / 180)
half_width = Window.width * 0.5
half_height = Window.height * 0.5
offset_x = x + (width / 2)
offset_y = y + (height / 2)
temp_x = @flip_x = (((offset_x - Camera.x) * Math.cos(angle)) - ((offset_y - Camera.y) * Math.sin(angle))) \
* Camera.zoom + half_width - (width * Camera.zoom / 2)
temp_y = @flip_y = (((offset_x - Camera.x) * Math.sin(angle)) + ((offset_y - Camera.y) * Math.cos(angle))) \
* Camera.zoom + half_height - (height * Camera.zoom / 2)
temp_rotate = rotate + Camera.angle
temp_width = @flip_width = width * Camera.zoom
temp_height = @flip_height = height * Camera.zoom
case @flip
when :both
@flip_x = @x + @height
@flip_width = -@width
@flip_y = @y + @width
@flip_height = -@height
when :horizontal
@flip_y = @y + @width
@flip_height = -@height
when :vertical
@flip_x = @x + @height
@flip_width = -@width
end
self.draw(x: temp_x, y: temp_x,
width: temp_width,
height: temp_height,
rotate: temp_rotate)
end
def initialize(path, opts= {})
super(path, opts)
Ruby2D::Camera << self
self.remove
end
end
end
end
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